The sheer fury of these wild warriors can make even the most fearless foe's blood run cold. Attacking in numbers, often beside an empowering comrade, Anubian Werewolves fight with frenzied rage. While the attack is always quick, the demise of the defeated can be dreadfully, painfully slow: these werewolves are devourers, so the sweet taste of victory has a very special meaning for them.


  • Life: 1
  • Move: 6
  • Range: 1
  • Attack: 1
  • Defense: 4
  • Points: 75
  • Figures Per Squad: 3


  • Unleashed Fury: Before moving, roll the 20-sided die.
    If you roll a 1, choose an Anubian Wolf you control and destroy it.
    If you roll a 2 - 6, add 1 to the attack value on this card.
    If you roll a 7 - 11, add 2 to the attack value on this card.
    If you roll a 12 - 15, add 3 to the attack value on this card.
    If you roll a 16 - 19, add 4 to the attack value on this card.
    If you roll a 20, add 8 to the attack value on this card.


  • Khosumet the Darklord: Unleashed Fury Enhancement
    Having the Unleashed Fury ability, Anubian Wolves may benefit from Khosumet's Unleashed Fury Enhancement ability.
  • Khosumet the Darklord: Relentless Assault
    Having a "Relentless" personality, Anubian Wolves may benefit from Khosumet’s Relentless Assault ability.
  • Dumutef Guard: Devourer Attack Enhancement
    As Devourers, Anubian Wolves may benefit from Dumutef Guard’s Devourer Attack Enhancement ability.

Behind the Game

When Hasbro first introduced the werewovles, the game designers were concerned with putting such vicious monsters in a "kids" game, so the decision was made to refer to these monsters only as "wolves" despite their clearly anthropomorphic nature. However they are refered to as werewolves by the Heroscape community and throughout this wiki.


The wolves' seeming low attack of one (1) is deceptive. With the "Unleashed Fury" power, they usually have a much better attack. The attack can still be one (1), with a figure dead, but that's only if you roll a one (1). Their leader, Khosumet the Darklord, basically makes it so they can't kill themselves by upping the die roll on their power by one (1). Use these figures as shocktroopers, units that are semi-expendable but can take a chunk out of your opponent's army. Alternatively, you could use these figures as cheap hero-killers. They have terrible base stats, but they have a twenty-five percent (25%) chance of pulling off an attack of either five (5) or nine (9). As a core for an army, these units aren't the best, largely because of their unreliability, but as a secondary, they can be devastating. As a core, The Romans or The Gruts may be preferable because they're slightly more reliable and you can field hordes of them. But these units are a force to reckon with, assuming you're not unlucky with the d20 (the lucky twenty-sider Glyph helps here...).